Professional Documents
Culture Documents
Along the b o r d e r s q u a r e .
T h e t h r e e 7 - 1 2 - 3 ' s m a y , in t h e i r turn.
a t t a c k the 6-10-3. (See Combat P r o c e d u r e i n the C o m b a t R e s u l t s Table. )
THROUGH the b o r d e r s q u a r e .
.. .
Attacker's
Attack F a c t o r
Not a
Ridge Square
Move 1-Unit m u s t s t o p o n the
r i v e r s q u a r e a s i t m u s t have a n
extra movement factor to lose
when going f r o m a r i v e r to a
non-river square.
SUPPLIES
Unit i s s u p p l i e d , i t is within t h r e e s q u a r e s of a r a i l r o a d
square.
HOW T O DESTROY F O R T S
G e r m a n s m a y u s e the S i e g e A r t i l l e r y
T a b l e t o d e s t r o y a l l f o r t s in o r on the
s i d e s of a s q u a r e with one a t t a c k
French may not enter Belgium until the 2nd move* following the destruction
of Liege Forts o r the German crossing of the Meuse south of Liege.
Within one s q u a r e
of the o t h e r unit.
Within two s q u a r e s
of the o t h e r unit.
Within t h r e e s q u a r e s
of the o t h e r unit.
One s q u a r e a w a y
f r o m the o t h e r unit.
Two s q u a r e s a w a y
f r o m the o t h e r unit.
T h r e e s q u a r e s away
f r o m the o t h e r unit.
*Recreates mistaken F r e n c h belief that Germans did not have enough troops
(Optional with Standard Game as per Historical
to come through Belgium.
Commentary in Battle Manual. )
GAME
side on their mobilization charts. Play then begins with each
side taking turns in which they first move and then, after
having moved all of their units they wish to move, attack whichever enemy units they find themselves next to and wish to
attack. Since each unit has a numerical value for attacking and
defending you merely compare the value of the attacker and
defender and then, referring to the COMBAT RESULTS TABLE.
roll the die and s e e the outcome of the battle. If one side or
the other sustains l o s s e s this i s reflected by replacing the
depleted unit with one of similar s i z e but lesser combat value
from the unit counter card. Play proceeds for 12 complete turns.
After the twelfth turn play stops and the number qf "victory"
points each side h a s received i s added up and the winner
decided. Details of play now follow:
NOTE: For tips on how to best use your units in the game
see the STRATEGY & TACTICS section in the Battle Manual.
Also read these rules over a t least twice to make sure you have
a firm grasp of the game. Refer to the INTRODUCTORY GAME
CARD for graphic examples of setting up and playing the game.
MAPBOARD
The mapboard shows the area in which the campaign of
1914 was fought. A hexagon grid has been superimposed to
determine movement. These hexagons will hereafter be referred
to a s "squares". The effect of most of the more imp6rtant
mapboard features has been shown on the mapboard itself.
Other mapboard features are described below.
RAILROADS - Thin red lines running from square to square.
Units using speeded up railroad movement travel along these
lines.
BORDERS - Thick black lines broken up by dots and
spaces. A unit has "violated" a border when it has moved
across it, not merely along it. Moving alongside border squares
i s permitted and is not considered a "violation" of the border.
ISLANDS - Bodies of land (in Holland) surrounded by
water. No units may move to them.
MOBILIZATION SQUARE - These are squares which
correspond to the numbered squares on the Mobilization Chart.
On the mapboard not all of them have been numbered. They are
there to assist the player in placing his units onto the mapboard EXACTLY a s he has them shown on his Mobilization
Chart.
CITIES - A dot in a square (some are dots with circles
around them) indicate a major city. The name i s written nearby.
Cities change hands when enemy units pass through them.
Cities have no effect on movement or combat.
ECONOMIC SQUARE - These squares, which are indicated
by the presence of a crossed hammer and pick symbol, represent territorial objectives for the victory conditions. They
change hands when enemy units pass through or occupy them.
GRIDCOORD~NATES - The letters and numbers on the
board edge help pinpoint locations. For example: Paris is N 18
Brussels i s Y10, Verdun i s DD23, Sedan is BB20 and so on.
UNIT COUNTERS
The die-cut square counters represent the units which took
part in the actual campaign. These pieces will hereafter be
called "units". The blank units are for making up additional
replacement counters should you need them.
ATTACK FACTOR - Value of unit when attacking. Cavalry
units have no Attack Factor in the Standard Game. These units
are shown with parenthesis around the Attack Factor. For example; (7)-3-4 (British cavalry division).
DEFENSE FACTOR - Value of unit when defending.
MOVEMENT FACTOR - Maximum distance a unit may move
in one turn. Unit does not have to move its maximum factor each
turn and may move l e s s or not a t all. Each square moved equals
one movement factor.
TYPE OF UNIT Infantry
Artillery
IXI
6
buorlb
~0.mA Cf
Size o f Unit Corps)
Unit Designation
(prussion
Attock Factor
h p e of Unit (Infontv, A c t i v d
(7)
Movement Factor
(3 squares
Defense Foctor
(12)
per turn)
HOW TO PLAY
The Standard Game begins on 14 August. Each "turn" of
the game follows the following routine.
STEP 1 - The German player checks the Time Record to
see if he i s to receive any reinforcements this turn. If so, he
places them in the indicated location. If he has any units in
position to receive replacements he may now add them and
make the appropriate unit counter substitutions.
STEP 2 - German player now moves all of his units on the
board that he chooses to move. No Allied movement i s allowed.
Also German units which received replacements in this turn
may now move.
STEP 3 - All battles the German now wishes to initiate ot
continue are resolved one at a time. If any Allied units are
forced back, units in the attacker's square may move into the
vacated square.
STEP 4 - The Allied player now consults the Time Record
to see if he i s to receive any reinforcements this turn. If so
he brings them into play i n the same manner a s the German
player. The same applies for replacements.
STEP 5 - The Allied player now moves all of his units on
the board that he wiahes to move. No German movement i s
allowed. Allied units which received replacements this turn
BELGIAN NEUTRALITY
Belgian or Dutch forces may not be moved unless their respective territories are invaded. French forces may not enter
Belgium until Liege is taken or the Meuse i s crossed by the
Germans. The BEF may not land in France until three moves
after the Germans invade Belgium. Therefore, if the Germans
invade Belgium on move 1, the BEF lands on move 4. If the
Germans do not invade Belgium by move 9 the BEF may land
on move 10. The Germans, of course, may still invade Belgium
after move 9.
HOW TO WIN
Victory is based on a point system. Each side obtains
points for being in possession of certain terrain features by the
end of the Standard Game (September 12). The Allies also
obtain extra points if the Germans invade Belgium, Holland or
Luxemburg. Both sides obtain extra points for destroying their
opponent's units. The system is laid out in detail on the back
of the mobilization chart. When the game ends both players
independently tally up their points.Victory, such a s it is, falls
into three categories.
DECISIVE.VICTORY - One side obtains a t least five times
a s many points a s the other. For the Germans this would mean
an excellent chance of ultimate victory within two or three
years. For the Allies it could well have meant ultimate victory
in less than a year.
TACTICAL VICTORY - One side obtains at least twice a s
many points a s the other. Should the Germans obtain anything
less they would stand little chance of eventually winning. The
German's won the original campaign in this manner (125-61).
A Tactical Victory by the Allies would practically eliminate
any chance of ultimate German victory.
MARGINAL VICTORY - One side receives'more points than
the other. A victory such a s this for the Germans merely staves
off certain defeat for a few years. A victory such as this virtually assures the Allies eventual victory.
As you can see from the above, one can win the battle and
lose the war.
~ 2 .
-~~
1:
-A.
~-
- -
-,?
TO RESOLVE COMBAT. IT
---*--..----
RAILROADS
The units' movement factors reflect a unit's ability to march
by foot. Movement can be speeded up considerably by using the
railroads (red lines on the mapboard). To move units by railroad the following procedure must be followed.
STEP 1 - The corps (or its equivalent) i s the largest unit
that may be moved by railroad on one square. Move the unit to
be moved to a railroad line. The railroad line must be more than
one square l?om the nearest enemy unit.
STEP 2 - On the FOLLOWING move (after reaching a
square with a railroad line on it) the unit may move at the rate
of 15 squares per turn (for Allied units) or 25 squares per turn
(for German units). Movement must be along the red railroad
lines. No movement is allowed if an enemy unit comes within
one square of a railroad square on which you wish to move.
STEP 3 - When you wish to stop railroad movement you
must wait until the next turn before resuming regular movement
(off the railroad lines).
RESTRICTIONS TO RAILROAD*MOVEMENT - No two
units may use the same railroad square in the same turn, except
where two lines cross. French railroads may allow no more than
two corps (or their equivalent) to be moved on their lines in any
one turn. No more than two corps (or their equivalent) may be
IN movement during any one turn. A unit cannot combine railroad and regular (movement factor) movement in the same turn.
The Germans may move THREE corps (or their equivalent) by
railroad in any one turn. Same restrictions a s the French. The
Belgians may move no more than ONE corps per turn on their
railroads. Only Germans may use German railroads. Only Belgians may use Belgian railroads. Only French and British may
use French railroads. Only Germans may use Luxemburg railroads. If you have two parallel railroad lines running through
the same square you may double (to two corps) the load carrying capacity of that square. The Rhine river railroad squares
are an obvious example.
in regard to the
SUPPLY
To maintain its strength a unit must be able to trace a rail
line back to its home country. French units must be able to
trace a rail line bach to either the south or west edge of the
board. The Germans must be able to trace a rail line back to
the e a s t edge of the board.Units must be within3 squares of the
railroad square from which they began tracing their supply line.
An enemy unit occupying any part of this line cuts the unit off
unless there are alternative lines available. Supply lines may
not be traced through enemy held territory or unconquered
neutral countries. Enemy rail lines are "captured" by passing
through them.
Any units more than three squares from the railroad square
from which they begin tracing their supply line or any units
without a continuous supply line lose one step for each turn
they are without supplies. If, after your opponent's move you
find some of your units without supply you must either reestablish your supply line in your turn or, on the next turn and
in each succeeding turn that your units' lack supply, each
isolated unit must lose one step. Units may retreat into fortress
squares and remain supplied indefinitely a s long a s they do
not go more than one square from the fortress square. This only
applies a s long a s at l e a s t one of the forts in or on the side of
the square in question i s undestroyed. Only ONE corps may be
supported in each fortification square. Units may only be supported by their own country's forts.
British units depend on the French for supply. The Belgians
depend on Brussels. Dutch units have supplies a s long a s they
stay within Holland, and none outside Holland.
All units may use enemy railroads for supply ONLY. You
may only move your units by railroad a s far a s your own borders.
Exception-Germans use Luxemburg railroads.
REPLACEMENTS
Replacements are available at the rate of SIX steps each
per turn for French and German forces. The British receive
THREE steps only and not before 1 September. The Belgians
and Dutch receive none.
T o receive replacements a unit must be supplied and a t
least TWO squares away from the nearest enemy unit. The
receiving unit i s allowed to move in the turn itreceives replacements. A unit may not receive more than ONE replacement step
per turn. Brigades, once wiped out, may not be revived with
replacements. A larger unit (division or corps) may be rebuilt
if it has a t least one step left. When a division or corps i s
removed from the board after its last step has been destroyed
the unit itself i s considered destroyed and may not be revived
through replacements and brought back into play. All replacements are infantry only. French and Germans receive replacements from the second turn on. The British may receive their
three replacement steps anytime after 1 September.
REINFORCEMENTS
Units which come into play after the initial deployment are
indicated on the back of the Mobilization Chart.
BATTLE MANUAL
You have finished the rules of the standard game. Examples
of play and further clarification of rules are found on the Combat
Results Table, Introductory Game Card and the Battle Manual.
The Battle Manual also contains additional rules for advanced
versions of the standard game a s well a s suggestions for
strategy and tactics which will add greater realism and depth
to the play of 1914.
1968
Baltimore, Md.
Printed in U.S.A.
Jr Short Game
Solitaire Game
'
'ENTS
21214.
Went take
L-A
LA--
Units a t t a c k O N L Y
in the direction
Unit loses O N E
movement
factor
whenever i t turns
one or more times
during movement.
When the German player does roll for the Situatio Chart
he consults the indicated outcomes and sees how many
troops he must send either east or west. The indicated
number of troops to be sent to the east must be taken off
the board immediately. Troops may arrive from the east
at the rate of one corps per turn. These troops begin to
return from the east four turns after the turn in which the
die is rolled for the Situation Chart.
The Inverted Counter and Game Extension rules
should be used whenever this one i s used.
E A S T F R O N T RESOLUTION C H A R T
45-50
75-80
110-115 175-180
245-250
E
325-330
E
Pas# 1
Pass 1
"
Y
Pass 1
Pans 2
Pans 1
Pass 2
Pann2
Pars2
Pass 2
Pass 3
Pass 2
Pass 3
Paas 4
Pass 2
E A S T E R N F R O N T SITUATION C H A R T
Option columns-A
D
I
E
GAME VARIATION
Numerous minor military and political factors could
have altered the outcome of the 1914 campaign. In order
to incorporate these into the game a s simply a s possible
we have included ten Game Variation Cards for each side.
Each of these cards introduces a new element into the
game. The following procedure is used when this rule
is included:
STEP 1-Before filling out Mobilization Charts, each
side takes three cards a t random from their pile of
Game Variation Cards.
STEP %You must use the Third Player rule for this
rule. The third player now takes the cards from both
sides and consults the Game Variation Chart. Meanwhile each player fills out his mobilization chart.
When the mobilization Charts have been filled out the
third player gives both players the results of the
interaction of their six Game Variation Cards on the
Game Variation Chart. (Example; if the German
player chose card G5 and the Allied Player card A10
then the third player would read across line G5 and
down column A10 until the two met at outcome 11.)
Both players consult the Outcomes List for the
results of this interaction.
The Inverted Counter and East Front rules must be
used with this one. The Third Player must keep note of
the changes brought about in the game through the use of
this rule and keep the players informed (or ignorant, a s
the case may be) of these changes. Players may have to
change their mobilization due to certain outcomes before
starting play.
GAME VARIATION C H A R T
TABLE A 2
SIZE O F NEUTRAL ARMIES
0
CHANCE CARDS
u
T
Belgian A r m y now contains 6 6 - 8 - 2 ' s . 2 3-4-2's.
1 (2)- 1-3.
2 3-4-2's.
1 (2)-1-3.
2 3-4-2's.
2 1-1-2's.
M
E
2 I-I-2'~.
1 (1)-1-3.
2 2-2-2's.
TABLE A 3
F R E N C H "R" & "T" UNITS
D
1
L
L
S a m e a s 1 above.
S a m e a s 2 above.
T A B L E A. 5
FRENCH NORTH AFRICA
TABLE A 9
F R E N C H MOBILIZATION
D
I
E
Plan 16 (1909)- MS 15-17- 2 6's. 3 0's. In P a r i a - l 6. Behind Reims4 9's. 4 squares below Reimm- 2 6's. 2 9's. 1 z. MS 19- 1 0. In
Verdun- 3 6's. 2 2's. 2 1's. I 0. 2 x's. In Toul- 2 6's. MS 23-275 6's. 3 0's. MS 28-34-2 6's. 2 0's. 1 2. 1 1. I x. In Dijon-2 6's.
2 9's. In Reims- 2 6's.
R
0
L
Very quiet situation in North A f r i c a , send 4 2-4-3's. 2 1-1-3's.
2 (1)-0-4's to F r a n c e on move 4 a s North African Army.
Same a s 5 except you m u s t roll die again to s e e how long the North
N r i c a n Army w i l l be delayed by the COEBEN. If you roll a 1 you
m u s t wait one turn. if a 3 then wait three turns and s o on.
TABLE A 8
USE O F B E F VARIES
Plan 16b (1913)-In P a r i s - 1 6. MS 10-17-2 6'.. 1 9. 3 0's. MS 18-221 6. 2 9's. 2 0's. 1 2. Behind Verdun-4 6's. 1 0. l r. MS 23-27-5 6's.
2 9's. 1 1. 1 2. 1 x. Behind Toul-4 6's. 2 O's, 1 x. MS 28-34-4 6's.
3 9 ' s . 20'.
1 2 , 21's. 1%.
Additional reinforcements and replacements a s usual. Units should be spread out in
the groups of Mobilisation Squares (MS) indicated above.
2 4-7-3's.
1 1-2-3,
TABLE G 3
GERMAN SIEGE A R T I L L E R Y
D
1
I
E
0
L
TABLE G 7
PASSAGE THROUGH BELGIUM
5
6
D
I
I
E
S a m e am 2
6
S a m e am 5.
On a11 of the above a11 t r o o p s m a y move f r e e l y by foot throughout country. F o r
s i m p l i c i t y ' s s a k e you mhould take the e n t i r e Belgium a r m y off the board. The
F r e n c h do not r e c e i v e 30 v i c t o r y points They r e c e i v e only 10.
TABLE G 9
GERMAN MOBILIZATION
'VON SCHLIEFFEN PLAN I ( 1 8 9 9 ) - 45 f a c t o r s to the e a s t . MS 6 - 8 11 7'm. 8 5's. 2 4'm. 1 2. 8 0 ' s . 2 + ' a , 2 x ' s . MS 9 - 1 5 - 6 7 ' s . 4 5 ' s .
1 2. I 0. 1 x . MS 17-22- 6 7'm. 4 5 ' s . I 2. 1 0. I t. 1 x . MS 23-301 4. 1 2. 2 1 ' s . One 3 e a c h in H e t z and Strasmburg.
L
to D i j o n
10
SUPPLY LINES'
For the original campaign the Germans anticipated
difficulty in keeping their armies supplied while marching through Belgium and north France. To reflect these
conditions we have included three communications zone
units (EB - "Eisenbahn Bautruppen" Railway Labor
Troops). The supply rules are changed as follows:
No nation's units may receive supplies when more
than six squares from their own railroads UNLESS
they are within three squares of an EB unit, which
only the Germans possess.
The EB units move along existing rail lines a t the rate
of two squares per turn. They are subject to all movement restrictions. You may increase the movement rate
of EB units by stacking and moving them together. Two
EB units moving together have a movement rate of three
squares per turn. EB units may move no faster although
you may stack three and obtain a movement factor of
three through rough terrain or across rivers. As the EB
units move along existing rail lines ONLY they represent
the most advanced railroad square from which friendly
units may obtain supplies. All railroad squares which the
EB units have passed through may also be used for s u p
plying friendly units. You may keep track of the advance
of the EB units on your mobilization chart. You may not
use foreign rail lines for anything except supply UNLESS
the following conditions are met.
Non rough terrain, river or ridge squares may be used
for rail transport (with the usual restrictions although
the movement rate is only 12 squares per turn) a s
soon a s an EB unit passes over them ONLY if these
squares have a "cleared" rail line back t o the
German or Luxemburg border. Rough terrain, river and
ridge squares take five turns from the time an EB unit
CAVALRY
This rule must be used with the INVERTED COUNTER
rule.
Cavalry were used most effectively as a reconnaissance force. To use them in this role they must be allowed to attack, a t least for the purposes of gaining
information a s to the identity and strength of inverted
enemy units. This sort of "attack" is known a s a probe.
It is carried out a s follows: First your cavalry unit must
move adjacent t o a square containing enemy units. Then,
in the attack portion of your move, you announce. an
"attack" upon the enemy units in the square you are
"probing," If there is only infantry or artillery in that
square the enemy must turn these unit counters over for
the rest of your turn. At the end of his next movement
turn he may turn them over again only if they are no
longer adjacent to ANY of your units. If there happened
to be cavalry in the square you are probing you do NOT
force the enemy t o reveal the identity of his units. In
this case your cavalry must attack (with its heretofore
unused attack factor) the cavalry unit(s) in the square
being probed. The defending cavalry units (up t o corpstwo division-size) may defend a s in a normal attack.
Only the identity of the enemy cavalry unit(s) you attacked is revealed. This unit may be inverted and its
identity concealed again a s soon a s it is no longer
adjacent to any of your units. Should the defending
cavalry unit decide t o pull back one square rather than
take a two step loss the identity of ALL units in the
defender's square must be revealed. In this case the
attacker may not advance into the square the defending
GARRISONS
In the original campaign the Germans were forced to
put a time limit on their operations because they knew
that a s soon a s the Russian m y completed their mobilization (at the end of August) German troops would have
to be shifted to the east to fend off the expected invasion
of east Prussia. Therefore, to use this rule you must also
use the EASTERN FRONT rule. Using this rule you may
extend operations to the end of October, as is shown on
the Time Record on the back of the Mobilization Chart.
Why stop a t the end of October? For the simple reason
that by this time both sides would have depleted their
inadequate peacetime ammunition supplies to the point
where any further serious operations would be impossible.
There was also the factor of the weather, which was
getting wetter and thus making mobile operations more
difficult. A further, and perhaps decisive limiting factor
was the shock of the enormous slaughter experienced in
the opening months of the campaign. It was to have been
a short, relatively bloodless campaign. Or so all the participants told themselves in August. By the end of October there would no doubt be second thoughts.
The following additional reinforcements would be
received after 12 September.
Move 15 - British (1)-0-4 at Dijon. German 2-4-3
anywhere on German border.
Move 18 - British, three 1-1-2's a t any port the
BEF landed at.
Where ever the Germans advanced they found an increasingly hostile populance. The people of Belgium and
France soon discovered how vulnerable the ever more
lengthy German supply lines running through their conquered lands were to sabotage and guerilla warfare. The
Germans planned to use their LW (Landwehr-a sort of
"National Guard") troops for guarding their communications a s well a s for keeping order in the newly conquered
territories. To reflect this need the German player should
deduct one 4-4-2 unit (or its equivalent in 1-1-2 or
2-2-2 units) when he invades Belgium and another when
he crosses the French border with 10 or more units.
When the German player has 30 units (of any size) in
France he should deduct another 4-4-2 from his forces.
These "garrison" units are taken off the board and thus
are out of play as it is assumed that they have been
broken down into smaller units and spread throilghout the
conquered territory.
GAME EXTENSION
The Allies had almost complete control of the seas
during the 1914 campaign. They could, and did, use this
control to move troops by sea as well a s to launch small
raids into the German rear areas. Therefore, the Allies
have the following naval capabilities.
From move 5 to the end of the game the Allies may
move one corps per turn by sea between any of the ports
TIME LIMIT
During the actual campaign commanders often had
days to make their decisions. They did not, however,
have a s much information available to them a s those
playing the game of 1914. Players sometime take an
unrealistic length of time to make their moves because
of the information available to them. Normally the decisions made by the original commanders were complex
only in that they did not have the data available to them
that the players of 1914 have. To re-create this element
of error inherent in any campaign, and also to allow the
player with the firmer grasp of the situation to use his
better abilities, a five minute time limit is placed on
each player's move. The following procedure is used.
One watch with a second hand i s needed. The player
not moving (or a third player) holds the watch and tells
the player who is moving when he may begin his move.
The player then has five minutes to move his units. The
other player may observe and plan his own move in the
meantime. When the first player's move is up he may take
another five minutes to make his attacks. When using
the Inverted Counter rule the Player who has just moved
MUST attack any enemy units he finds his own units
adjacent to and with their attack pointers pointing
towards.
HISTORICAL S I M U L A
any of his forces have gone more than two squares for
each elapsed turn from the unit's original mobilization
square. When this occurs the German player must make
up moves for two turns a t once. On the next turn he must
make up a move for two turns in advance. For example,
if the German units go beyond the above limit on move 7
then on move 8 the German player must make up moves
for both move 8 and 9. On move 9 instead of making up
the simultaneous move on the mobilization chart for move
9 you instead use the one made up on move 8. Let a third
player sort out the resulting confusion. His decisions are
final. On move 9 you must make up move 10 before making move 9
MULTIPLE COMMANDER
DELAYED COMMAND
One of the major problems the Germans encountered
as they plunged into France was a breakdown in communications. This can be recreated in the game if the
Simultaneous Movement rule is also used. Simply have
the German player make up his moves on the mobilization
chart one move in advance. He must do this only when
move- 4
ment 3
factors 2
Of units1
0
6
7
8
9
10
SEQUENCE
OF
MOVEMENT
GAME THEORY
TACTICS
Tactics can be defined as what you do in detail.
For both sides it means getting the most out of all units
both defensively and offensively.
The organization of the division was also standardized, even more s o than that of the corps. It invariably
consisted of 12 (thousand man) infantry battalions. In
addition there was divisional artillery and supporting
units (cavalry scouts, engineers, medics, supply, etc).
The battalion was divided into four 250 man infantry
companies which were themselves subdivided into four
or eight subunits.
Cavalry was organized into divisions of 510,000
men. They had some supporting heavy weapons (artillery,
machine guns) but were intended mainly for reconnaissance and raids in enemy rear areas. Each division had
a large stock of demolition and engineering equipment for
the destruction of telegraph and railway lines.
Supply unas were based on railway supplied depots.
Supply beyond these points was difficult a s the only
means available were horse drawn wagons. The British
were an exception. All their supplies between depot and
division were carried by truck.
All in all, the German organization was the most
effective, although the British were not far behind while
the French, with the exception of the ill-prepared Belgians, had the most to learn. The Germans put most of
their artillery in the divisions, while also providing more
complete "services" (engineers, medical, supply, etch
The British organization had many parallels with the
German but most of these were incidental as the British
had adopted a corpe "organization" because of expediency, not conviction. The French corps was faulted
mainly by their misplaced confidence in the offensive.
F R E N C H REGULAR DIVISION
18.000 men
36 guns
2 4 machineguns
time amounted t o the same thing. It was common practice t o attack in a thick "skirmish line" which was, for
all appearances, very nearly a shoulder t o shoulder
advance. It was not until 1916-17 that most commanders
became convinced that machine guns and rapid firing
artillery simply made slaughter of such a tactic. When i t
came t o defensive tactics the prevailing doctrine was
only slightly l e s s inept. The French refused to dig in.
The Germans did, but not deep enough a t first. Only the
British dug deep and effectively from the first. Even so,
the defensive had an enormous advantage over the offensive. The only hope the attacker had was t o either overwhelm the defender with sheer weight of numbers ( a
costly tactic) or e l s e outflank him. The latter tactic
was the most effective. Overall, the campaign could not
help but be a blood bath. There were too many men
available for s o small a front (320 miles). Each side
could muster close t o a hundred divisions, which gave
each division 3.2 miles of front, or perhaps a bit more if
you deduct divisions pulled out of the line for reserves
and replacements. Each 12 battalion division normally
defended 5 t o 6 miles (1,000 meters per battalion). I t
normally attacked on a frontage of 2 t o 3 miles. The
deadlock, obviously. was inevitable.
F R E N C H C A V A L R Y DlVlSlON
5400 rnrn
8 puns
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311.000 m e n
72 guns
54 m a c hrneguns
F R E N C H R E S E R V E DIVISION
15 8 0 0 m e n
181 g u n s
24 rnach~nepons
(Territorial divisions were
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BRITISH C A V A L R Y DIVISION
9200 m e n
36 guns
24 machineguns
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HISTORICAL C O M M E N T A R Y
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MOBILIZATION
The first half of August was taken up by the mobilization of the armies. Although a s t a t e of war existed between France and Germany since the beginning of ~~~~~t
neither nation was able t o launch any serious operations
until mobilization was complete. Within 24 hours of the
beginning of mobilization each side had i t s "covering
forces", troops kept a t nearly full strength on the b a d e r
during peacetime, ready on the border. For the French
these covering forces comprised five corps and seven
cavalry divisions. For the Germans it consisted of seven
corps and ten cavalry divisions, although the cavalry
divisions came t o the border over a period of a week.
The function of these forces was mainly t o protect t h e
mobilization of the rest of the army, which would occur
just behind the border. These units, as well a s the
mobilizing ones, could not engage in any raids or
similar operations until mobilization was complete
because the supply units, which were reserve units and
not attached t o the corps in peace time, were the l a s t
ones t o reach the mobilizing units. Despite this both the
French and the Germans engaged in some operations
before the completion of mobilization. The Germans
sought t o s e i z e Liege while the French attempted t o
occupy the mountainous portion of Alsace south of
Strassburg. The Germans failed because they miscalculated the defensive power of machine guns and artillery.
The tenacity of the well protected Belgian fortress t r o o p
was expected although the Germans only anticipated a
small peacetime garrison. The Belgians had mobilized
their fortress t r o o p faster than the Germans could get
their assault troops t o Liege. The German heavy siege
guns were not yet ready, they were not scheduled t o b e
ready until late 1914, and thus the Germans were able
t o seize only one of the Liege forts with infantry alone.
The French operation failed mainly because of the lack
of supply support and of a massive effort. The German
T H E ASSAULT
The four maw on the following pages show graphically how the original campaign developed. The course of
the battle is simple to describe, particularly if you are
familiar with the play d the game.
From the 14th to the 19th two offensives began
simultaneously. In the north the massive German right
wing plunged through Belgium. The French Third and
Fourth armies, which were t o attack north of Metz, were
stopped cold before they were even able to get their
attack df the ground. In the south the French First and
Second armies began their advance into Alsace. It was
stopped by the rough terrain a s much as by the defending
German troops.
Between August 20th and 25th the French came to the
conclusion that plan 17 wasn't going to work. The French
FiRh m y was shifted n d h where it was knocked aside
by the &man Second and Third armies. The German
First army. after bottling up the Belgian army in Antwerp,
now pushed back the BEF. The constant French attacks
and counter attacks during this period had reduced many
French units to half strength. The French army was now
wakened and outflanked. There was only one thing left
POSTSCR lPT
There followed in the latter part of September a "race
to the sea" a s each side sought to outflank the others
exposed flank. But the two armies were too evenly
matched. A trench line was soon established from the
channel to the Swiss border. It moved no more than 10
miles (one mapboard square; either way for over thirty
17% killed
16% maimed
Austria
15%
14%
France
24%
Britain
13%
out of 6 million
Belgium
34%
out of .8 million
Russia
13%
out of 17 million
These lasses, from which many nations have obviously not recovered, could only have been prevented if a
decisive victory was won in 1914. Could it have been
won? Play the game and find out.
ORIGINAL MOBILIZATION PLANS. The original deployment o f the armies i n August, 1914, i s shown above. Units are depicted
as they would look on the mobilization charts. The symbols used are those used on the mobilization charts.
SITUATION MAPS. Only active and reserve corps are shown (for the most part). U n i t codes from the mobilization chart are used to
designate units. Units are shown at f u l l strength throughout the campaign although many were at h a l f strength or less before the
campaign ended.
GLOSSARY
AL
B, Bav
-Bavarian troops. Bavaria was a p a r t of the G e r m a n E m p i r e but had it^ own king.
CD'A
CHAS
COL
DA
-Dutch Army.
EB
FR
GD
GD R
in battle.
IN
IT
LE
LW
MOR
NR
- ~ e w
R e ~ e r v etroops. The G e r m a n s organized new r e s e r v e units in August, they
w e r e ready i n October.
- R e s e r v e troops. f o r both a r m i e s they w e r e m e n just out of the r e g u l a r a r m y i n
t h e i r late twenties o r e a r l y t h i r t i e s .
-Secunderabad Cavalry Brigade, a native indian brigade s e r v i n g in the B r i t i s h a r m y .
-Spahis, native cavalry brigade s e r v i n g i n the F r e n c h a r m y .
- T e r r i t o r i a l troop., in the F r e n c h a r m y they w e r e the second line ( m e n i n t h e i r l a t e
twentie. m d e a r l y t h i r t i e s ) of r e s e r v e s . In the B r i t i s h a r m y they w e r e the f i r s t line
of r e s e r v e s .